Why is it with all of the new games that the Characters look like they are trying to take a shit. And they run so fast with their knees bent in such weird ways. The older games that I have always liked to play the characters seemed more realistic in there movements and not so cartoonish.

And one big thing that to me that always set AA2 apart from other games was 5 minute rounds with no re-spawn. You had to actually be careful not to die or you got to watch till round over. (However this might not work out as people do not like to wait.) And a big part of what made AA2 so popular was the low requirements and the fact it was free. (Because the army used it as a recruiting tool.)

So it would be very hard to keep the main parts that made aa2 what it was but I am sure you can get some similar aspects to it. But what makes so many of the new games out there so popular is the fact of the $ spent on advertising. Where AA2 didn't require much advertising. it was free to get free to play and it was fun.

Army Ops development restarted some month ago and and finally the game is taking shape. After a very long stage of prototyping we have now a running, "cheat secure" und very modular code. Which is not only removing all of the issues of the prototype, it's also running a lot faster and smoother.

Army Ops, a classic remake of America's Army 2 will start a large test session today!

The game will bring back the hardcore experience on modern technology (Unreal Engine 4) as an independend game. The game is no official Army Game and so hase some slight changes and is in a very early development state. Expect crashes bugs and glitches all the way.

The Army Ops first play test ended last week and I finished evaluating the server logs. Well ...It run a lot better then expected. No critical crashes, lag was exceptable and the game was "playable" if we consider the lack of a lot of features, unbalanced gameplay and other stuff missing.But Army Ops is playable. So how do we continue?

In Q1 2019 the aqctive development will be slow. Especially in January. I will perform an Engine update and if time is available do some minor tweaks. But don't expect to much from this month. And even after that I'm working more on the code base, which means progress will be made but it's not visual.I try to update on this server as frequent as possible but don't be supprised if there are 1-2 weeks of silence. 90% of development is boring stuff.

The other reason why time in Q1 will be very limited is Beyond Enemy Lines 2. As some of you might already know I'm working on another Project and this for quite a while now. Army Ops is the follow up project to Beyond Enemy Lines 2 so the first game needs to be completed before the next one can take of in development.What is Beyond Enemy Lines 2?It's a Singleplayer Hardcore Tactical FPS, an "America's Army Singleplayer" if you want so. You play a special forces agent deployed deep beyond enemy lines and need to infiltrate and sabotage hostile bases and equipment. The gameplay is the following mix of:Crysis 1 + Rainbow Six 1 + Ghost Recon 1 + Operation Flashpoint + America's Army = Beyond Enemy Lines 2

Missions are large scale (not open world but open level), you have 100% freedom to choose your plan an tactics, you can quickly modify your weapons with attachements on the fly (Crysis style) and there are no restrictions.The AI is extremly complex and dynamic/unscripted. Enemies change dynamicly patrol routes, goard of different positions every playtrough and basicly don't fuck around. They can organize in squads, flank you and try to hunt you down and kill you with few hits.You need very high skills to complete a singleplayer mission. Yes it's very hard, but in 99% it's the players fault abd bad tactics resulting in a failure.

Can't believe its been so many years! My brother, Hotdog (clan: ForceNZ from New Zealand, has sinced passed) put me onto this game...means so much much to me - the good and the bad. Can't beliive how much I miss him! Asterus. (Suretsa backwards)